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meleeattack.c
Go to the documentation of this file.
1
class
MeleeAttackSoundEvents
extends
PlayerSoundEventBase
2
{
3
void
MeleeAttackSoundEvents
()
4
{
5
m_Type
=
EPlayerSoundEventType
.MELEE;
6
m_HasPriorityOverTypes
= -1;
7
}
8
9
override
bool
CanPlay
(
PlayerBase
player)
10
{
11
return
true
;
12
}
13
14
override
bool
HasPriorityOverCurrent
(
PlayerBase
player,
EPlayerSoundEventID
other_state_id,
EPlayerSoundEventType
type_other)
15
{
16
if
( type_other ==
EPlayerSoundEventType
.DAMAGE )
17
{
18
return
false
;
19
}
20
return
true
;
21
}
22
23
override
void
OnEnd
()
24
{
25
super.OnEnd();
26
if
(
m_Player
)
27
StaminaSoundHandlerClient.Cast(
m_Player
.m_PlayerSoundManagerClient.GetHandler(
eSoundHandlers
.STAMINA)).PostponeStamina(800);
28
}
29
}
30
31
class
MeleeAttackLightEvent
extends
MeleeAttackSoundEvents
32
{
33
void
MeleeAttackLightEvent
()
34
{
35
m_ID
=
EPlayerSoundEventID
.MELEE_ATTACK_LIGHT;
36
m_SoundVoiceAnimEventClassID
= 16;
37
}
38
}
39
40
class
MeleeAttackHeavyEvent
extends
MeleeAttackSoundEvents
41
{
42
void
MeleeAttackHeavyEvent()
43
{
44
m_ID
=
EPlayerSoundEventID
.MELEE_ATTACK_HEAVY;
45
m_SoundVoiceAnimEventClassID
= 17;
46
}
47
48
}
m_Type
eBleedingSourceType m_Type
Definition
bleedingsource.c:25
MeleeAttackSoundEvents
Definition
meleeattack.c:41
PlayerBase
Definition
playerbaseclient.c:2
PlayerSoundEventBase
Definition
damageevents.c:2
m_ID
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition
effect.c:51
m_Player
DayZPlayer m_Player
Definition
hand_events.c:42
MeleeAttackSoundEvents
void MeleeAttackSoundEvents()
Definition
meleeattack.c:34
MeleeAttackLightEvent
class MeleeAttackSoundEvents extends PlayerSoundEventBase MeleeAttackLightEvent()
Definition
meleeattack.c:33
HasPriorityOverCurrent
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
Definition
meleeattack.c:45
OnEnd
override void OnEnd()
Definition
meleeattack.c:54
CanPlay
override bool CanPlay()
Definition
mindstates.c:16
EPlayerSoundEventType
EPlayerSoundEventType
Definition
playersoundeventbase.c:2
m_HasPriorityOverTypes
EPlayerSoundEventType m_HasPriorityOverTypes
Definition
playersoundeventbase.c:40
EPlayerSoundEventID
EPlayerSoundEventID
Definition
playersoundeventhandler.c:3
eSoundHandlers
eSoundHandlers
Definition
playersoundmanager.c:5
m_SoundVoiceAnimEventClassID
int m_SoundVoiceAnimEventClassID
Definition
soundevents.c:89
Daten
4_world
classes
soundevents
playersoundevents
events
meleeattack.c
Generated by
1.12.0